While Treyarch has already talked about some of the major changes to Call of Duty: Black Ops 4 based on feedback from the beta, there’s one thing a lot of people seem to have forgotten about — or haven’t given it much though — and it’s the servers, and how the Black Ops 4 netcode works.

Fortunately, the folks over at Battle (non)sense have whipped up yet another video diving deep in the Black Ops 4 netcode, how it works and so on. Check it out below.

Too technical for you? Reddit user Sethos88 summed it up, and it’s good news so far.

Seemed to be 100% Dedicated – No listen servers, like we’ve seen previously.

IP of other players is exposed (!)

Game shuts down when you try to Wireshark capture, for some reason. They don’t want people snooping around?

He couldn’t test lag compensation, due to his test player dying too fast 😛

His first impressions are good.

Reddit user Linkinito also posted a summary as well:

Quick summary or TL;DW (even though you should watch this video).

No listen servers, only dedicated servers – as no host migrations has been reported to the videomaker.

IP of all players are still shown to everyone – MAJOR ISSUE HERE. Even if VOIP is disabled in the game options, your IP still appears. Also, to avoid all problems of DDOS, there should be a separate VOIP server, or make the game server take care of the VOIP.

Network delays are pretty good: at 25ms ping (40ms in-game), we have in average 53ms in Damage, 55ms in Gunfire animation, and 69ms in Movement animation. They are better than WWII at launch, but that can be improved further.

Bandwidth usage is low (200 kb/s down, 81 kb/s up).

No lag compensation test could have been attempted. The test willbe done on the final version.

Ping was included in-game at the last moment, and include the processing delays from the game (that’s why it’s higher than the ICMP echo request).

No warning icons about their connection. They should be added for the final product.

Graphic and sound settings on PC are top notch. Good job on you /u/TreyarchPC !

So far so good, no? Of course, things can change come release, but for now, let’s give Treyarch the benefit of the doubt.